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New Shammy!Follow

#1 Nov 01 2008 at 12:32 PM Rating: Decent
Hi everyone new shammy here. Leveling it for my guild. I have a few questions. I have a leveling build so no worries about crieing about were to put my points. Should I use axes or maces for enhancement. Str + Stam gear is kinda hard to find in leather. Any other suggestions as to what gear I should look for while leveling. Going restor at level 60. But enhancement tell then. Also trying inscription prof. See how it is. I see many shammy's using axes and some using maces. Was just curious as to which was better.

Any help is much appreciated!
#2 Nov 01 2008 at 12:42 PM Rating: Decent
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1,094 posts
Many are using Axe/Mace because they are the slower one handers, opposed to Daggers. Shaman's can't use Swords. Your weapon speed should be at or close to 2.6 on each weapon when you DW. Until then 2-Hander I'm pretty sure.

Yes, it is a bit hard to find the best gear (STR + STM on Leather) for Shaman's, but just keep stealing that Druid gear until 40, when you begin to steal Hunter gear. ^^
#3 Nov 01 2008 at 3:02 PM Rating: Decent
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1,121 posts
str is not a good stat for shaman anymore, go for agl and stam with the changes to shaman agl>str.
#4 Nov 01 2008 at 4:44 PM Rating: Decent
So basicly look for of the tiger gear with str in rings. Awsome. Level 10 shamman now and I have to admit. They are fun. I bet it gets a whole lot better. Whats this ability I'm hearing about that will let shammies have a load of mana and hardly fun out...and one thing I can wait for......*Holy light shines* To walk on water lol
#5 Nov 01 2008 at 10:07 PM Rating: Decent
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1,330 posts
Don't look for Str at all any more. It's not useless as it gives a point of AP but Agi is 1000 times better as it provides crit and dodge as well.

Axes and Maces are both essentially the same. Just pick the ones with the best stats, damage and speed (2.6 or slower).

Glad to hear you're enjoying Shammy, if you like it at 10 you'll love it at 30 when you get WF.
#6 Nov 01 2008 at 10:51 PM Rating: Decent
My main is a hunter. Hunter gets so boring sometimes. I rarely take damage and my pet does all the work. Most wouldn't complain but sometimes I just like to be the one doing the damage. Any idea what the best totems to use while leveling compared to the ones used in end game raids/instances and such. Right now I basicly use stone skin totem and keep LS up. Seems to work pretty well. I can fight about 2-3 melee mobs at once. But casters kinda beat me down lol.

I will be taking shammy past 30. Oh yes. My guild needs a healer. Shammies are good healers right? I mean...mail wearing heal casting lean mean fighting machines. <O><O>
#7 Nov 02 2008 at 2:00 AM Rating: Decent
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1,330 posts
Honestly I don't tend to use many totems when soloing. Maybe mana spring when you get it, in concert with water shield (also when you get it... not sure when this is now) this will give you essentially infinite mana when grinding.

For big fights/elites then probably stoneskin, healing stream and a fire totem, I have not played with the new flametongue enough to know what the return is like for soloing a single mob compared to searing so try both of these and then pick the one you like most (unless of course someone has done the math?) though I suspect at lower levels searing will be more effective. Also if you are soloing casters grounding totem WILL save your life.

When you group up you need to choose your totems based on group composition. Strength of Earth will almost always win for the Earth slot, flametongue for the fire and mana spring is almost always the best choice for water, earth and water are quite situational though, if a boss, mobs use poisons or diseased then use the appropriate cleansing totem for the water slot, if they fear/charm/sleep use tremor for the earth slot.

The air slot is the one that's up for grabs, basically if you have more melee use WF and if you have more casters use wrath.

A lot of this is of course useless to you at level 10, just work these totems into your playstyle as you get them. And please actually do, it's much easier to get used to dropping totems in groups early on and make it part of your playstyle from the start than to try and train yourself to do it at 70/80.
#8 Nov 02 2008 at 4:02 PM Rating: Decent
Awsome. Thanks for the info. Level 12 now. Did I forget to mention how strong shammies are. I'm going through mobs pretty quickly. I didn't think shammies walked through mobs like....well they weren't even there. I drop stone skin when I pull say 2-3. I just use lightning bolt followed by.....crap can't remember the ability. Instant lightning though. And my mace takes care of the rest. I come out with about half health every time. Use gift of the naru to save mana and press on.

I'm having alot of fun. I will learn the totems very quickly as I'm a quick learner. Though I may have more questions later in levels. I'm going for Stm + agi gear like everyone suggested with a little int thrown in there. Should I be using 2h's or just stick with mace/axe and board. Thanks all. With your help I'll make a profitable shammy yet. Lots to learn. :D Off to quest.
#9 Nov 02 2008 at 8:59 PM Rating: Decent
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2,079 posts
STR = 1 AP
AGI = 1 AP
INT = 1 AP (with talents)

AP is converted to SP (spell power) (1 AP = 0.33 SP)

STR would increase the amount blocked by a shield >.>
AGI increases your crit chance (and armor which is less important) [just melee crit?]
INT increases your crit chance [just spell crit?]

So, Agility has the MOST use of any stat for an enhancement shaman since 1 AGI = 1 AP, 1 SP, AND some bonus crit (and armor). Though INT would be equally useful assuming that both AGI and INT give the same type of crit (generic spell/melee crit). STR falls behind because it doesn't affect crit.

Because of these changes, the gear enhancement shamans used to shy away from (hunter mail) is now sought after.
#10 Nov 02 2008 at 9:22 PM Rating: Decent
Nice I know perfect hunter gear. My main is a hunter. :D I just wanted to ask. Tonight I turned down an instance run in....gah can't remember. It wasn't dm. I was no were near dm. I don't know what roll I'd play in a group as a ehancement shaman.
#11 Nov 03 2008 at 12:33 AM Rating: Decent
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1,330 posts
Quote:
Should I be using 2h's or just stick with mace/axe and board.


When leveling a Shammy I tend to stick with sword and board for survivability until I reach 30 and get WF. From that point on you want the biggest slowest nastiest 2 hander you can find. I recommend starting with Corpsemaker from RFK then upgrading to Bonebiter (the reward axe for one of the SM quests).

Quote:
I don't know what roll I'd play in a group as a ehancement shaman.


You are melee DPS primarily but try to be more than that. If a mob goes for the healer it's your job to pull it off and tear it down (or kite it back to the tank). You're also gonna be chasing down runners and earthshocking casters to interrupt their spells and force them into the tanks melee range.

And don't forget you can heal, keep yourself topped up (unless you're tanking a mob you pulled off the healer) and always be ready to backup heal.

Aim to be second for DPS and healing in every run you do rather than just first for DPS :-)

Edited, Nov 3rd 2008 8:34am by SunSoarer
#12 Nov 17 2008 at 5:37 PM Rating: Good
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1,245 posts
Jiade wrote:
STR = 1 AP
AGI = 1 AP
INT = 1 AP (with talents)

AP is converted to SP (spell power) (1 AP = 0.33 SP)

STR would increase the amount blocked by a shield >.>
AGI increases your crit chance (and armor which is less important) [just melee crit?]
INT increases your crit chance [just spell crit?]

So, Agility has the MOST use of any stat for an enhancement shaman since 1 AGI = 1 AP, 1 SP, AND some bonus crit (and armor). Though INT would be equally useful assuming that both AGI and INT give the same type of crit (generic spell/melee crit). STR falls behind because it doesn't affect crit.

Because of these changes, the gear enhancement shamans used to shy away from (hunter mail) is now sought after.


Also, INT gives 15 mana each point.


For confirmation, AGI increases your just your melee crit at a reduced rate compared to many other classes, and INT increases just your spell crit chance.
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